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Stability vs optimality tradeoff in game theoretic mechanisms for QoS provision

机译:提供QoS的博弈理论机制中的稳定性与最优权衡

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We study noncooperative games whose players are selfish, distributed users of a network and the game's objective is to optimize Quality of Service (QoS). Our classes of games are based on generally accepted realistic microeconomic market models of QoS provision, and unlike most other games that have been recently studied in this context, stability is not guaranteed for our class of games. Stability here refers to whether the game reaches a Nash equilibrium. Optimality is a measure of how close a Nash equilibrium is to optimizing a given objective function defined on game configuration. The overall goal is to determine a minimal set of static game rules based on pricing that result in stable and optimal QoS provision. The combination of stability and optimality opens an interesting direction of investigation. We give a new and general technique to establish stability and demonstrate a close trade-off between stability and optimality for our game classes. Additionally, these results directly give asimple, computationally efficient, self-organizing mechamism for stable and optimal QoS provision in natural cases.
机译:我们研究的非合作游戏的玩家是自私的,网络的分布式用户,并且游戏的目标是优化服务质量(QoS)。我们的游戏类别基于公认的QoS提供的现实微观经济市场模型,与最近在此背景下进行研究的大多数其他游戏不同,我们的游戏类别无法保证稳定性。这里的稳定性是指游戏是否达到纳什均衡。最优性是衡量纳什均衡与优化游戏配置中定义的给定目标函数有多接近的一种度量。总体目标是根据定价确定一套最少的静态游戏规则,以确保稳定和最佳的QoS提供。稳定性和最优性的结合开启了一个有趣的研究方向。我们提供了一种新的通用技术来建立稳定性,并证明了游戏类在稳定性和最佳性之间的权衡取舍。此外,这些结果直接给出了简单,计算有效,自组织的机制,可在自然情况下提供稳定和最佳的QoS。

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